What once existed is now shards of reality, floating in the sea of conflict...
A (fairly sketchy) outline of a one-off adventure I ran based around the (time-honoured/hackneyed) Tunguska Event of 1908. As such it is quite specific (hopefully not hackneyed) and will probably best serve as a specimen for dissection to get those parts you can use in your own adventures. But then this is an Ideas Guild after all...
Dragons are truly awesome creatures. Too awesome in a lot of ways, really. Because of their power, their magnificence and their near-immortal lifespans, a GM might hesitate to include one in a campaign as anything other than an end boss. Here are 30 non-traditional ways to bring these wonderful beasts into your own campaign.
This is a study of the effectiveness of not the individual but a group of individuals. This is an Open Ended Plot which will not be fleshed out by a single person but by who ever chooses to add content.
The King has an issue about the ale that is extremely popular in his nation...
The story of a castle where time and the sound of piano intertwines
The PCs are sent to rescue the Lady Helen from the pyramid she has been trapped in...but it will not be easy.
The hacker had breached the final firewall and was typing code into the command prompt: code/7777SOHAT. Images flashed up on screen and he gazed in terror at what he saw.
Zig, zig, zig, Death in a cadence,
Striking with his heel a tomb,
Death at midnight plays a dance-tune,
Zig, zig, zig, on his violin.
"I never want to hear another fiddle for as long as I live!" -Corwin Silvernail
A mighty Kraken, the beloved of Big Red, has been infected by a horrible polar parasite, and the PCs have to find a way to cure her before it is too late...
On a planet with no name, a group of lawmen must protect a colony nobody has heard of from the universe’s most effective killers. All the while preserving the safety of both the guilty and the innocent in an effort to make society more about dignity and freedom than profit and force.
Due to the nature of tabletop RPGs, a campaign will often start with a random group of strangers. Here are some ways to get them adventuring together, without resorting to the old Tavern trope.
From beyond through veils sublime
Pass ghostly, o umbral shine
Illuminate in shadow, fade colors, so fallow
Dark dreaming does bidding thine
In a bar not too far off the road, a man walks in. his boots clattering on the wooden floor. The bar is noticeably empty with only a few guys still around either drinking or chatting. Not too surprising since it is already the evening and they probably went home. The smell of smoke and liquor still hangs in the air like a fly caught in a web. The man in the trench coat pulls himself on a stool near the counter. His face covered by a bandanna and the brim of his hat obscuring the view of his eyes. The bartender, who had been cleaning a beer glass, looks up.
"So what'll it be, stranger?"
The man responds in a gruff and tired voice. "Dark and Stormy."
"A demonic plant? Don't be daft, go research something useful to society."
"But-but the p-plant! It's evil! It must be destroyed!"
"Now the flowers bloom all year round thanks to the most holy Spirit of Urban flora. It just takes a little blood."
The creation of intelligent magical weapons is not an exact science and there are occasional failures, as such think of causing a little more stress to your players by "rewarding" them with an insane magical weapon
Agrophobic, refuses to come out of the scabbard without a strength check to draw it.
Haemaphobic: afraid of blood, fight at a penalty against any blooded creatures but really good against undead, elementals etc
Schizophrenic, not just one mind in your sword, lets have half a dozen minds in there, all different and bound to cause confusion
the possibilities are endless